3 for 3, but man is this a rough starting hand… None of the things I typically want to lead with. Going to go graveyard for lack of a better option, no idea if that’s foolish or not, but don’t feel like Vandy naked or Garth + skele is vastly superior. Imp + Tenderfoot + tech up next turn feels like it’ll be a reasonable choice
I’ll stop the Imp from attacking next turn, and if it’s replayed, that’ll cost another $3 and I can deal with the discard by just directing my gold into levelling Onimaru and/or building construction. I’m starting with Cadets instead of Knights in case I have enough breathing room to try for a Garrison rush… if not, I’ll still have time to grab Knights before reshuffing. Patrolling as Scavenger so I can afford to max Onimaru and build Tech II if I lose the Newsman.
Discord, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
Thieving Imp, discard #2 of 5 (3)
Pestering Haunt smacks your Newsman to 2hp
Nimble Fencer, kill Newsman, you get 1g (1)
Tenderfoot smacks your tech 1 to 4hp
Worker (0)
Workers
Dark Pact, Skeleton Javelineer, Sacrifice the Weak
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
Tenderfoot (1/2)
Nimble Fencer (2/3)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Deteriorate
Bloom
Discord
Wither
End of Turn Discard
My Thoughts
Going a little out of the ordinary here and going to worker the Dark Pact. I don’t need cards, I do need to deal with Maxband Oni though. Grabbing Discord and Starlet, hoping he goes for maxband + tech up, and then I can crush that.
…
Well, would have been better to draw Starlet as well… but at least I got discord. Hopefully I can crush it from here anyway…
Maestro, Nether Drain
Discord, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
Garth (6)
Make a skeleton (5)
Haunt trades with lookout, replay Haunt from the Graveyard
Deteriorate scavenger, you get a gold
Worker (4)
Tech 2 Finesse (0)
Workers
Bloom, Dark Pact, Skeleton Javelineer, Sacrifice the Weak
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician:
Lookout: Tenderfoot (1/2)
In Play:
Garth (1/3 lvl 1)
Pestering Haunt (1/1)
Graveyard (3hp, holding Thieving Imp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Star-Crossed Starlet
Maestro
Discord
Wither
End of Turn Discard
My Thoughts
Honestly I’m not really sure what I’m doing or why, but I’m hoping Maestro + Grounded Guide can help me bust this all up. I am vulnerable to my Graveyard breaking, but hoping I can avoid it. Fingers crossed…
Porkhand Magistrate
Timely Messenger
Helpful Turtle
Bloom
Two Step
Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Tenderfoot - ($8)
Overeager Cadet
Timely Messenger - ($7)
Overeager Cadet
Traffic Director - ($6)
River Montoya - ($4)
Manufactured Truth, Traffic Director was really a Nimble Fencer! - ($2)
Two Step, Tenderfoot and Nimble Fencer pair off - ($0)
Timely Messenger and Tenderfoot kill River
Nimble Fencer kills Garth
Building Inspector
Float ($0)
Discard 9, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L5 River Montoya (3/4A)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Overeager Cadet (2/2)
Lookout: Building Inspector (1/1) Resist 1
In Play:
Flagstone Garrison (4)
Flagstone Garrison (4)
Traffic Director (3/1) Untargetable [green, 2 damage]
Starlet (drama queen that she is as a 4/1 now) kills River, goes to my graveyard, vandy to midband, your two-steppin’ dudes die off with no dance instructor
Deteriorate Inspector (3)
Fencer kills scav cadet, you get 1g
Maestro kills techn cadet, you get a card
Replay Starlet from graveyard
Vandy maxes, dooms Starlet, she breaks your tech 2 again, your base to 16 (1)
Tenderfoot hits your tech 1 to 4hp
Workers
Bloom, Dark Pact, Skeleton Javelineer, Sacrifice the Weak
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 4 Finesse
In Patrol:
Squad Leader: Vandy (4/5+1armor lvl 5)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Maestro (3/2)
Nimble Fencer (2/1)
Tenderfoot (1/1)
Star-Crossed Starlet (5/4, doomed)
Graveyard (3hp, holding Thieving Imp and Pestering Haunt)
Well, I did not expect that… still though, I think keeping his tech 2 down is the right move. No DS, Discord mops the floor. I need Air Support to keep this up, though… Grabbing a Gargoyle and Cloud Sprite, more likely I’ll want the Cloud but hey, never know if I want to pivot to Meta, and I can always use stuff to worker
I originally planned to block $2, with the main goal of preventing Discord. But then, when I was looking over my turn before submitting, I forgot about Discord and switched to $0 for Dark Pact / Deteriorate. D’oh. GG WP though, that one was exciting.
P1T1
StartingHand Workers
STARTING HAND
Spark
Building Inspector
Tenderfoot
Granfalloon Flagbearer
Brick Thief
WORKERS
Granfalloon Flagbearer
NextHand
Wither
Manufactured Truth
Bloom
Reputable Newsman
Porkhand Magistrate
Discard
Brick Thief
Spark
Building Inspector
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
General Onimaru - ($0)
Another iffy first hand, maybe my deck is just bad at starting? lol. Crippling Oni seems the best long-term idea, Vandy’s vulnerable but what are you gonna do
Seems like sometimes when I’m managing the little details of the spreadsheet, I forget some part of my plan for the turn, so I need to change my habits to record my plan for the turn and then review that plan before finishing a turn to make sure I didn’t forget something important.
Well, I had a 33% chance for him not to have Bloom there, so I’m not going to be too bothered that it didn’t work out… I think I haven’t utilized Gargoyles enough as strong anti-peace engine workers. so we’re gonna go with that.
Squad Leader: L8 General Onimaru (4/5A) Frenzy 1, readiness
Elite:
Scavenger: Soldier (1/1) Sparkshot
Technician: Soldier (1/1) Sparkshot
Lookout: Soldier (1/1) Sparkshot, resist 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Interfering with hasty Virtuosos is appealing, and maxing Oni is the only way to do it without sacrificing hand size. Better to postpone the Tech I a turn than skip a worker, as I have a decent chance of getting lucky and not drawing a Knight next turn. Also teching The Art of War so that if the shuffler favors me, I can suppress his Tech I for another 2 turns that way. I considered going after the Graveyard instead, but then I’d have to deal with hasty Virtuosos gunning for Oni, which would mean having to field cannon fodder that I’d rather not spend gold and cards on. Shuffler, be kind!
Tenderfoot (1/2, arrested for…brandishing a sword in broad daylight?)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Gargoyle
Deteriorate
Thieving Imp
Soul Stone
End of Turn Discard
My Thoughts
Well he’s skipping tech 1, so I should be able to buy some time by just blocking up and making sure my tech 1 stays safe. No free levels for him, so next turn I drop the other Gargoyle and just try to keep the ground covered.
The Art of War
Manufactured Truth
The Art of War
Traffic Director
Eyes of the Chancellor
Eyes of the Chancellor
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech I - ($5)
The Art of War - ($2)
Onimaru breaks Tech I again, armor absorbs a shot from the Tower
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L8 General Onimaru (6/AA) Frenzy 1, readiness, swift strike, unstoppable
Elite:
Scavenger: Soldier (1/1) Sparkshot
Technician: Soldier (1/1) Sparkshot
Lookout: Soldier (1/1) Sparkshot, resist 1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 6
Gold:
Gold: 2
Workers: 8
Thoughts
So, 50% kind… managed to avoid the Brave Knights and get an Art of War, downside is I drew the other Art of War and my Manufactured Truth too early to be useful this cycle. Still, could be worse. Defense against hasty units this turn isn’t an issue, but is it worth delaying his tech progress by another turn just to take out the graveyard? I’m not so sure it is. No risk of Skeletal Archery making tokens scary, so without teching up, the only real threat is spells. Would be nice to have Newsman in hand to block Doom Grasp, but c’est la vie. I think I’ll aim for Tech II Illusions, as Eyes would make Meta much less scary, and I think I can manage my hand size without Garrisons.